Claims

A review reports that IVR serious-game training gave better airplane-evacuation spatial knowledge than safety cards in one study, and that in a separate spacecraft-evacuation study the body orientation used in training shaped which spatial skills were learned

Claim · All claims
Evidence · 1 study (2 entries) · review r2 · q2
Currency · newest study 2018 · checked against its sources 2026-10-29 (automated, 2 of 2 entries) · not reviewed by a person

Subclaims

Reading the evidence codes

q is the design tier, i the impact, n the sample, and the kind with its r the rigour judged within that kind: what each code means.

This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.

q2 i? In airplane-evacuation training (Burigat & Chittaro, 2016, as the review reports it), participants trained by an IVR SG obtained better spatial knowledge than those trained by safety cards. → Zhenan Feng 2018 q2 i? In a separate spacecraft-evacuation study (Aoki et al., 2007), the body orientation used during IVR training shaped what was learned: local training enabled landmark and route learning, while station training improved sense of direction and low-visibility performance. It made no comparison with safety cards. → Zhenan Feng 2018 (2)

Evidence

Zhenan Feng 2018

Zhenan Feng, Vicente A. González, Robert Amor, Ruggiero Lovreglio, Guillermo Cabrera-Guerrero. (2018). Immersive Virtual Reality Serious Games for Evacuation Training and Research: A Systematic Literature Review. https://doi.org/10.1016/j.compedu.2018.09.002

q2 · i? · review · r2

The review reports Burigat and Chittaro (2016), whose learning goal was spatial knowledge for effective airplane evacuation, assessed with paper-based map marking of exits and seats plus recorded evacuation time. No effect size is printed.

"Results showed that participants trained by IVR SG obtained better spatial knowledge than those trained by safety cards."

Zhenan Feng 2018 (2)

Zhenan Feng, Vicente A. González, Robert Amor, Ruggiero Lovreglio, Guillermo Cabrera-Guerrero. (2018). Immersive Virtual Reality Serious Games for Evacuation Training and Research: A Systematic Literature Review. https://doi.org/10.1016/j.compedu.2018.09.002

q2 · i? · review · r2

The review reports Aoki et al. (2007), who investigated spatial skills influenced by relative body orientation during IVR training in a spacecraft evacuation, recording evacuation time, numbers of turns and errors. No effect size is printed.

"Results showed that local training (visually upright relative to the “ local” module) enabled landmark and route learning, while station training (constant orientation irrespective of local visual vertical) improved sense of direction and performance in low visibility."

Discussion

Page metadata
Field Value
type claim
id ivr-sgs-spatial-knowledge-evacuation
title A review reports that IVR serious-game training gave better airplane-evacuation spatial knowledge than safety cards in one study, and that in a separate spacecraft-evacuation study the body orientation used in training shaped which spatial skills were learned
description A review reports that IVR serious-game training gave better airplane-evacuation spatial knowledge than safety cards in one study, and that in a separate spacecraft-evacuation study the body orientation used in training shaped which spatial skills were learned
status review
evidence_strength moderate
newest_evidence 2018
source_checked 2026-10-29
generated by process:wiki-ingest on 2026-10-29
trust unverified — no one has confirmed this page's content
sources 2 — zhenan-feng-2018, zhenan-feng-2018-2

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